Sword Coast Adventurer's Guide

(Nancy Kaufman) #1
Uthgardt Totems

The totems of the Uthgardt barbarians of the North (de-
scribed in chapter 5) correspond to the spirits of the Path
of the Totem Warrior as shown in the following table.
Totem Spirit
Black Lion Tiger
Black Raven Eagle
Blue Bear Bear
Gray Wolf Wolf
Great Worm Wolf
Griffon
Red Tiger
Sky Pony

Eagle
Tiger
Eagle, with the Elk Aspect of the Beast
Thunderbeast Bear, with the Tiger Totemic Attunement
Tree Ghost Bear, with speak with plants in place of
the normal rituals for the Spirit Seeker
feature

As with the spirits in the Player's Handbook, the op-
tions here require a physical object incorporating some
part of the totem beast, and you might acquire minor
physical attributes associated with your totem spirit,
such as a prominent nose if you have an elk totem spirit
or catlike eyes if you have a tiger totem spirit.


Also, your totem spirit might be an animal similar to
one listed here but more suitable to your homeland, such
as a horse or stag, rather than an elk, or a lion, panther,
or other big cat, rather than a tiger.
Elk. While you're raging and aren't wearing heavy ar-
mor, your walking speed increases by 15 feet. The spirit
of the elk makes you extraordinarily swift.
Tiger. While raging, you can add 10 feet to your long
jump distance and 3 feet to your high jump distance.
The spirit of the tiger empowers your leaps.

ASPECT OF THE BEAST
These options are available to you when you choose a
totem animal at 6th level.
Elk. Whether mounted or on foot, your travel pace is
doubled, as is the travel pace of up to ten companions
while they're within 60 feet of you and you're not inca-
pacitated (see chapter 8 in the Player's Handbook for
more information about travel pace). The elk spirit helps
you roam far and fast.
Tiger. You gain proficiency in two skills from the fol-
lowing list: Athletics, Acrobatics, Stealth, and Survival.
The cat spirit hones your survival instincts.

TOTEMIC ATTUNEMENT
These options are available to you when you choose a
totem animal at 14th level.
Elk. While raging, you can use a bonus action during
your move to pass through the space of a Large or
smaller creature. That creature must succeed on a
Strength saving throw (DC 8 + your Strength bo-
nus+ your proficiency bonus) or be knocked prone
and take bludgeoning damage equal to ld12 +your
Strength modifier.
Tiger. While you're raging, if you move at least 20 feet
in a straight line toward a Large or smaller target right
before making a melee weapon attack against it, you can
use a bonus action to make an additional melee weapon
attack against it.

Bards


Bards hold a special place of responsibility and respect
in the Forgotten Realms. They are bearers of news, gos-
sip, and messages in their travels from place to place,
in addition to being living storehouses of history and
folklore. Bards know a great deal, and they tend to be
willing to share what they know, or at least barter for it.
The arrival of a renowned bard is a special occasion,
akin to the visit of a dignitary. A bard can reasonably
expect at least a hot supper and a clean place to sleep
from a local landlord or inn in exchange for a few songs
or stories. A noble might host a bard in fine style-while
also being careful to guard any secrets the noble's
household doesn't want retold or sung across Faerun.
Not all wandering performers are true bards, nor are
all bards inclined to sing for their supper, although most
will, given the need. Bards literally have magic to them,
and the powers they command through their perfor-
mance and lore earns them additional respect.
In the Savage North, singers and storytellers called
skalds are keepers of the history and great legends of
the Northlanders and the Reghed. These warrior-poets
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